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Question by DevMerlin · Feb 08, 2013 at 02:00 AM · gravitycharacter controller

How can I create limited gravity?

I am using a character controller in lieu of physics as it seems to be producing the best results for my needs, but right now I'm hitting somewhat of a problem. Different types of motion occur at different heights, although it's a bit on-rails and fixed. When on ground, the character needs to slide down hills and back into the water. I'm using the standard gravity, but it's producing.. jittery results. How can I fix this?

 using UnityEngine;
 using System.Collections;
 
 public class Player : MonoBehaviour {
     
     public static float distanceTraveled;
     
     float riverBank = 2.65f;
     
     float maxSpeed = 6.00f;
     
     float basicSpeed = 6.00f;
     
     float swimHeight = -0.8f;
     
     float diveHeight = -2.0f;
     
     float diveSpeed = 0.5f;
     
     float gravity = 20.0f;
     
     //Animator animationController;
     
     CharacterController motor;
     
     float horizontal = 0;
     
     Vector3 lastValidPos;
     
     bool diving = false;
     
     
     // Use this for initialization
     void Start () {
         //animationController = gameObject.GetComponentInChildren<Animator>();
         motor = gameObject.GetComponent<CharacterController>();
     }
     
     // Update is called once per frame
     void Update () {
         horizontal = Input.GetAxis("Horizontal");
         
         Vector3 moveForward = transform.forward * basicSpeed * Time.deltaTime;
         
         Vector3 rotation = new Vector3(0,horizontal * 65, 0) * Time.deltaTime;
         
         lastValidPos = transform.position;
         
 
         // Apply gravity if above Normal Height Level //
         if (transform.position.y >= -0.8f)
         {
             moveForward.y -= gravity * Time.deltaTime;
         }
         
         if (Input.GetKey(KeyCode.Space))
         {    
             
             // Dive Level //
             if (transform.position.y >= -2.2f)
             moveForward.y -= diveSpeed * 20 * Time.deltaTime;
             
         } else {
             // Ascend to normal height ///
             if (transform.position.y <= -0.8f)
             moveForward.y += diveSpeed * 10 * Time.deltaTime;
             
         }
         
         transform.Rotate(rotation);
         motor.Move(moveForward);
         
         distanceTraveled = transform.localPosition.z;
     }
     
     void LateUpdate()
     {
         // Prevent Character from going above ground //
         if (transform.position.y > -0.047f)
         {
             Vector3 moveBack = new Vector3(transform.position.x, -0.047f, transform.position.z);
             
             transform.position = moveBack;
         }
 
     }
 }
 
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